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  #21  
Old November 30th, 2006, 02:58 AM
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Default Re: OT: Fiction for my Mod:

Anything new?

I want hear more about this great sounding guy Sky Marshal Kana...
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  #22  
Old November 30th, 2006, 11:53 AM
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Default Re: OT: Fiction for my Mod:

Not right now, I hit a stopping point when the default strategies fell apart. Thanks to SJ’s guidance I found the problem and wound up re-writing the entire Strategies.txt file. I just finished last night and now I am faced with a new problem. Should I continue and rebuild each empire’s strategies one by one or should I recreate the empires so the defaults become the new ones I wrote? I will decide later tonight; and as I’m sure you must have figured out by the above comment. The mod is not yet in a condition that I can have others help me test.
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  #23  
Old November 30th, 2006, 01:44 PM
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Default Re: OT: Fiction for my Mod:

Sorry; I’m going to have to let this story go and start all over at a future time. Now I am completely rewriting the crew experience levels. At this point I don’t see much of the stock files being left. I think this is going to be a total conversion when I am done. That is much more work than I planned but the new modding freedom Aaron has built in is allowing me to recreate the universe on levels I couldn’t have dreamed of with SE4. I do promise to bring Sky Marshall Kana back.
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  #24  
Old November 30th, 2006, 08:55 PM
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Default Re: OT: Fiction for my Mod:

Arent' most good mods, a total conversion anyway...
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  #25  
Old November 30th, 2006, 09:47 PM
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Default Re: OT: Fiction for my Mod:

That is a positive way to look at it; however, sitting here watching my “to do” list grow as fast as I work can be a little… intimidating.
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  #26  
Old November 30th, 2006, 10:27 PM
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Default Re: OT: Fiction for my Mod:

Re: Experiencetypes.txt

I suggest some of the following:
- Negative experience per turn
- Generous experience gains.
- A light exponential increase in required points per level (Say, double cost every 2 or 4 levels) to ensure that there is lots of variety among the common ships
- Cool abilities on the high end ships; repair, supply/ordnance generation, bonus damage, extra movement points, sensor power, maintenance reduction, unit launch rate, etc.
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